I spent a good chunk of my xmas vacation this year feeding my head with tutorials and info. I went through a bunch of stuff on 3D Motive and I bought a copy of nDo2 to get up to speed on how to use that. This is what I ended up with for my efforts:
The trees and grass are from a foliage tutorial, the ground texture from a tileable texture tutorial, the barrel as a result of watching high poly modeling and UV unwrapping videos, and the cube at the bottom is my play around with nDo 2.
Please do share ! The foliage is looking absolutely boss! Also - note to self - purchase nDo2 asap.
Oh, sorry, all the tutorials I did were on 3D Motive! Forgot to mention that. Really great stuff.
And, yeah, I've only had nDo 2 for a few hours now and I've already made stuff that I would easily consider to be usable - all without ever starting up Max. :P
Awesome stuff guys
Jessica Dinh - That looks amazing.! Absolutely love the style
Choco - That is insane ha.! It looks so cool Cant wait to see where you take that scene
Still chugging away at this asset Just trying fill the scene out a bit, Still not completed the Petrol pump yet got a lot to do and obvs still need to bake the actual pump. Still trying to get a more Borderlands look so any Any crits would be awesome
The barrels are the ones from UDK atm and are just placeholders at the moment to give me an idea of the scene
jramauri - thanks dude! im headin back to work, but i should still be supdating regularly.
Jessica, hold your tongue and say that out loud! ;P
Lazerus - lookin pretty cool. all mayan like n stuff. im a fan of that culture bein in 3d artz. your legs are lookin really string beany though. they really dont look muscular enough in the hamstring/ quadricep areas. and the knees just kinda blend in at that bend. ide check out some pics of like dog anatomy n stuff. get that lookin a bit more refined.
We decided to do a new lets play with a bunch of the new features, which oddly enough is going to be outdated in the next update! So maybe we will have to redo this or do another one, we shall see!
I think I end up getting mic-recording shyness, where I lose train of thought and forget things!
Cleaned up the face, any little parts on the body i missed before scrapping off 1000 tri's. Added more geo to the legs to beef them up a little. Still a few tweaks here and there but i'll look at it with fresh eyes tommorow.
I kept the face higher poly at the start as it would charge/bite/claw so the players focus would be avoiding the head, so the detail should cluster a little. I'll just set some more texture space aside for it Hopefully i'll be able to show you what i mean if i get to animating it !
weird and cool. just the way i like it.
love the way u handled those "mummy" straps, good and original.
the "dotty" shoes dont to it to me... think there r enuf dots already on the model.
also try mixing some of the colors, pouring some of those green into the yellow pants (as u did with the octo-head, on the inside, and the shoes). Maybe some yellow/orange into the shadows of the straps would work well...
I was wondering if anyone could give me a critique on the low poly geo I made for my arcade stick. I'm still pretty new to low poly and am not completely sure if I'm screwing up areas or overdoing the amount of geo. Right now I'm at 5050 tris for everything. Not sure if this is way too much for such a prop. The cable is driving up the poly count like crazy. It's 1,700 tris by itself. I've got it at 8 sided right now, not sure If I should go lower.
Also, as far as baking goes, do I need to make the top area water tight with all the buttons, or is it cool to keep everything separate and just give things unique material id's so they don't bake onto eachother?
gillmeister74: what level of finish are you looking to take that? It's looking nice as a concept sculpt, but if your gonna go to a polished model I'd export it into something else and start building the armor over the top of it or seperate it in zbrush so you have more control sculpting individual pieces.
jarrede - Yeah, it is 3D, here is my thread for it!
grantthompson - Thanks! I loooove your gas pump too. It looks really awesome with that cel shader xD You should make a thread for it so we can watch the scene progress.
weird and cool. just the way i like it.
love the way u handled those "mummy" straps, good and original.
the "dotty" shoes dont to it to me... think there r enuf dots already on the model.
also try mixing some of the colors, pouring some of those green into the yellow pants (as u did with the octo-head, on the inside, and the shoes). Maybe some yellow/orange into the shadows of the straps would work well...
posts the flats!
Those are some good suggestions. Thanks. I'll pull some of the colors into the other parts of the model. I'll post flats when I'm closer to done.
Your branches have a very photoshoppy feel because they're all the same - it's especially noticeable at the tips. It certainly doesn't help that they are all vertical planes. You should add some texture varieties.
I was wondering if anyone could give me a critique on the low poly geo I made for my arcade stick. I'm still pretty new to low poly and am not completely sure if I'm screwing up areas or overdoing the amount of geo. Right now I'm at 5050 tris for everything. Not sure if this is way too much for such a prop. The cable is driving up the poly count like crazy. It's 1,700 tris by itself. I've got it at 8 sided right now, not sure If I should go lower.
Also, as far as baking goes, do I need to make the top area water tight with all the buttons, or is it cool to keep everything separate and just give things unique material id's so they don't bake onto eachother?
Any suggestions would be much appreciated.
For an in-situ prop this is way too high poly, but as a portfolio piece, whatever. Just try to keep the detail consistent, for example in your curve segments - the corner of the controller itself is lacking geometry compared to the buttons and stick. It's the silhouette of the controller that is most important here, so devote a few more tris to it.
If this is an in-situ prop the normal map could handle the majority of the detail. If so, I'd suggest using an alpha plane + normal map for the cable (with geometry for the connector).
floating geometry is usually fine at any 90 degree intersection, so use it wherever you can if it cuts tri count and doesn't compromise quality. I'm looking at the back of the controller where the cable connects - you could lose all those tris if the connection was floating
Did you sub-d model this in something like 3ds max or maybe sculpt it with zbrush?
Looks like it was modeled in max and the wrinkles were added in a sculpting app, I could be wrong, but that's how most artists like to approach something like that.
awesome dragon skin DemonPrincess ! yeahhhh about those red dragons... if they are anything like their "npcs" than.... i wouldnt mind them just skipping them... oh by the way your guestbook on your website is being spammed. something about gonorrhea -__-
benji: thanks a lot for the help. I did a bunch of poly reducing in favor of baking parts on instead of having geo. I know I could take the reduction a bit further, but hopefully this will end up being a happy medium in terms of detail.
Total tri count without the cord is 1,834
I'm gonna make cards to replace the cable tomorrow. Not sure how many cards I should use. If I reduced the cable to a 2 card X shape, that would give me about 425 tris for the cord, making the total polycount right around 2250.
Is this a more realistic density for a closely viewed in-game asset?
BTW, you mentioned that I needed more edge loops for the corners of the body. Actually, the corner circled in red is suppose to have a sharp transition, while the one in blue should be smoother. Should I still add more edge loops to the smooth corner?
delete the middle 3 loops from the connector/plug. Make the wire 3 or 4 sided and remove some segments. Use a geosphere for the joystick. Add a couple more sides to the blue corner and the joystick-platform.
awesome dragon skin DemonPrincess ! yeahhhh about those red dragons... if they are anything like their "npcs" than.... i wouldnt mind them just skipping them... oh by the way your guestbook on your website is being spammed. something about gonorrhea -__-
Thanks!
As for the NPCs, they might turn out not so bad afterall... Mojang just hired a new person to work on the NPC AI. :poly142:
Oh yeah, and I deleted the offending entries in my guestbook. :poly136:
Did you sub-d model this in something like 3ds max or maybe sculpt it with zbrush?
I started off sub-d to get some basic forms in there like the indents of the buttons that I touched up in zbrush. Just seemed a lot easier to do that way, even if the mesh itself wasn't very zbrush friendly. Take this cushion for example, I extruded all the faces with "keep faces together" unchecked, then slightly rotated all the faces to get a little fold when it sub-divided.
Also props to Raul and his pimp thread as a good reference on workflow.
Jessica: Done and thanks!
Snader: Thanks for the feedback. I just edited my textures so it got rid of the repeats
papagersi: That is awesome!! Your sculpt looks great and the model came out nicely.
I'm ever so slightly workin on Bux. Added a couple of arcade buttons next. Unity3d project. Controls feel much better already, hope to dive into level testing and bonus additions next
Replies
Quick turn around;
*Turn around screwed by two compression passes.
Going to unwrap and what not next.
This is awesome! I love the style... it looks 3d ish ?
The trees and grass are from a foliage tutorial, the ground texture from a tileable texture tutorial, the barrel as a result of watching high poly modeling and UV unwrapping videos, and the cube at the bottom is my play around with nDo 2.
Fun!!
Please do share ! The foliage is looking absolutely boss! Also - note to self - purchase nDo2 asap.
Chugging along
Why do you have so many polys in the face? If you are baking it there's really no need, they don't add to the silohetter.
He does look cool though.
Oh, sorry, all the tutorials I did were on 3D Motive! Forgot to mention that. Really great stuff.
And, yeah, I've only had nDo 2 for a few hours now and I've already made stuff that I would easily consider to be usable - all without ever starting up Max. :P
excellent bake PenGuin, will be cool to see it finished
Jessica Dinh - That looks amazing.! Absolutely love the style
Choco - That is insane ha.! It looks so cool Cant wait to see where you take that scene
Still chugging away at this asset Just trying fill the scene out a bit, Still not completed the Petrol pump yet got a lot to do and obvs still need to bake the actual pump. Still trying to get a more Borderlands look so any Any crits would be awesome
The barrels are the ones from UDK atm and are just placeholders at the moment to give me an idea of the scene
Jessica, hold your tongue and say that out loud! ;P
Lazerus - lookin pretty cool. all mayan like n stuff. im a fan of that culture bein in 3d artz. your legs are lookin really string beany though. they really dont look muscular enough in the hamstring/ quadricep areas. and the knees just kinda blend in at that bend. ide check out some pics of like dog anatomy n stuff. get that lookin a bit more refined.
not much to say about it,
I think I end up getting mic-recording shyness, where I lose train of thought and forget things!
[ame="http://www.youtube.com/watch?v=5_1wRl6uFn0"]Wanderlust: Rebirth - Let's Play - Update 2.44! - YouTube[/ame]
6,990 tris;
Cleaned up the face, any little parts on the body i missed before scrapping off 1000 tri's. Added more geo to the legs to beef them up a little. Still a few tweaks here and there but i'll look at it with fresh eyes tommorow.
I kept the face higher poly at the start as it would charge/bite/claw so the players focus would be avoiding the head, so the detail should cluster a little. I'll just set some more texture space aside for it Hopefully i'll be able to show you what i mean if i get to animating it !
some cross posting.
love the way u handled those "mummy" straps, good and original.
the "dotty" shoes dont to it to me... think there r enuf dots already on the model.
also try mixing some of the colors, pouring some of those green into the yellow pants (as u did with the octo-head, on the inside, and the shoes). Maybe some yellow/orange into the shadows of the straps would work well...
posts the flats!
Also, as far as baking goes, do I need to make the top area water tight with all the buttons, or is it cool to keep everything separate and just give things unique material id's so they don't bake onto eachother?
Any suggestions would be much appreciated.
[IMGhttp://dl.dropbox.com/u/19341970/Posts/ArcadeStick/AS_LP_05.jpg[/IMG]
BTW,
Axios that teleleport chambers are epic.
Choco the grassland is looking great.
gillmeister74: what level of finish are you looking to take that? It's looking nice as a concept sculpt, but if your gonna go to a polished model I'd export it into something else and start building the armor over the top of it or seperate it in zbrush so you have more control sculpting individual pieces.
thats soo awesome! and weird!
grantthompson - Thanks! I loooove your gas pump too. It looks really awesome with that cel shader xD You should make a thread for it so we can watch the scene progress.
i SERIOUSLY wanna play that guy !
Those are some good suggestions. Thanks. I'll pull some of the colors into the other parts of the model. I'll post flats when I'm closer to done.
@striker: Thanks
I really should make a thread.
For an in-situ prop this is way too high poly, but as a portfolio piece, whatever. Just try to keep the detail consistent, for example in your curve segments - the corner of the controller itself is lacking geometry compared to the buttons and stick. It's the silhouette of the controller that is most important here, so devote a few more tris to it.
If this is an in-situ prop the normal map could handle the majority of the detail. If so, I'd suggest using an alpha plane + normal map for the cable (with geometry for the connector).
floating geometry is usually fine at any 90 degree intersection, so use it wherever you can if it cuts tri count and doesn't compromise quality. I'm looking at the back of the controller where the cable connects - you could lose all those tris if the connection was floating
I spent way too much time on this, lol. :poly136:
First shot at Vertex blending, not exactly what I imagined, but I learned a lot. Now where to go from here.
well you could make the vertex paint effected by your heightmap or mask, so it fills in the cracks first.
which would give you more realistic in interesting patterns, and get rid of the graident fade
lots of great work from begging of 2012 years here
I made a model for 3d printing figure.
Did you sub-d model this in something like 3ds max or maybe sculpt it with zbrush?
Looks like it was modeled in max and the wrinkles were added in a sculpting app, I could be wrong, but that's how most artists like to approach something like that.
Yep! The latest version of Minecraft has the dragon in it. It has its own realm, and it's the "endboss" if you will.
They also announced they will add common dragons, which will be red. I don't know how long it will take before that's finished, though.
AWESOME!! I freaking love that sculpt.
Great work Emil. Glad to see some new stuff from you man. :thumbup:
Total tri count without the cord is 1,834
I'm gonna make cards to replace the cable tomorrow. Not sure how many cards I should use. If I reduced the cable to a 2 card X shape, that would give me about 425 tris for the cord, making the total polycount right around 2250.
Is this a more realistic density for a closely viewed in-game asset?
BTW, you mentioned that I needed more edge loops for the corners of the body. Actually, the corner circled in red is suppose to have a sharp transition, while the one in blue should be smoother. Should I still add more edge loops to the smooth corner?
Thanks again.
Thanks!
As for the NPCs, they might turn out not so bad afterall... Mojang just hired a new person to work on the NPC AI. :poly142:
Oh yeah, and I deleted the offending entries in my guestbook. :poly136:
I started off sub-d to get some basic forms in there like the indents of the buttons that I touched up in zbrush. Just seemed a lot easier to do that way, even if the mesh itself wasn't very zbrush friendly. Take this cushion for example, I extruded all the faces with "keep faces together" unchecked, then slightly rotated all the faces to get a little fold when it sub-divided.
Also props to Raul and his pimp thread as a good reference on workflow.
Snader: Thanks for the feedback. I just edited my textures so it got rid of the repeats
papagersi: That is awesome!! Your sculpt looks great and the model came out nicely.